Umbra Ignite 2015: – Remy Chinchilla & Kevin Cerdà AAA indie production for Agile Sharks
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Transcript of Umbra Ignite 2015: – Remy Chinchilla & Kevin Cerdà AAA indie production for Agile Sharks
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Tequila Works
01/09/2015
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Publisher: Sony Computer EntertainmentPlatform: PlayStation 4
Genre: 3rd person Puzzle Action Adventure
Fun Facts:• Tequila Works was the 1st Spanish digital developer on XBLA and Summer of Arcade• Deadlight was the 1st Spanish game nominated for a BAFTA• Rime was the 1st Spanish game announced for PS4
Publisher: Microsoft StudiosPlatforms: XBLA, Steam
Genre: 3rd person 2.5D Cinematic Platformer
AAA Indie Production for Agile Sharks01/09/2015
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AAA Indie Production for Agile Sharks01/09/2015
• “Where’s the Beautiful? Where’s the Crazy?”
• “3 C’s: Collaboration, Compromise, Confidence”
• “Always exploring new creative avenues”
• “Drama on the Screen”
El mantra de Tequila
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Videogames are great.And we love them.
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AAA Indie Production for Agile Sharks01/09/2015
● AAA Games
● Indie Games
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AAA Indie Production for Agile Sharks01/09/2015
In general, indie games make a bigger effort towards originalityand innovation, because they assume “less risks”.
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AAA Indie Production for Agile Sharks01/09/2015
Innovation equals uncertainty.
How can you expect to plan ahead if no one has tried it before?
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AAA Indie Production for Agile Sharks01/09/2015
Over information age.Blogs, Youtube, Twitter, Twitch, Kickstarter, Patreon…
First impressions are vital!
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Shark Riding
AAA Indie Production for Agile Sharks01/09/2015
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How do you survive when riding sharks?
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AAA Indie Production for Agile Sharks01/09/2015
Production
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AAA Indie Production for Agile Sharks01/09/2015
Transition from creative chaos to the reality of a production
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Creativity and Chaos Vs Organisation● Every extreme is bad, chaos will make no game and only focus on organization will make a flat game
● Organize your production to awaken and maintain creativity
● You need both to end up with a good product (be innovative and original)
AAA Indie Production for Agile Sharks01/09/2015
With
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A Controlled Chaos of the Creativity● How to prevent creativity being too crazy
● How do you make sure your stay creative enough
● Close mode and open mode
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How to transform subjectivity on clear objectives
• No emotions in description, just facts
• Keep it clean and concise (too much info is not good)
• Do exhausting lists (assets, dependencies etc)
• Set goals and objectives, be ready to iterate
• Know when to close things (Quality, time left, priorities)
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Pipeline and process● Human factor (most of what we do is working with humans, know your team)
● Affinities, different vision, mix different department
● Keep your initial objectives in mind and compare it with the end result (lessons learned)
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Quality control and agile iteration
Each individual element…… and the global product
Catalyzed/Analysedby other department
Feature with complete feasibility details(breakdown list by department)
Design idea
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Strike team● Programmer● Designer● Artist● Animator
Adapt your communication● Kick off ● Regular follow up and reviews of the features● Plan a closure, review the end result and plan the next steps● Notes and conclusion of every meeting
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Factors of decision making● Added value for the game (initial priority comes from design)
● Time constraint (technical feasibility/dependencies)
● Resource constraint
● Critical path
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• You cannot cut too much/ too early
• You cannot let a branch grow in the direction unwanted
• Limited resources in a given time frame
• When do you cancel a prototype?
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AAA Indie Production for Agile Sharks
● Know you weaknesses and strengths. As individuals and as a studio
● More than a job title, see the expertise of individuals
● Make the most of people competence
● Identify the major risks and prepare solutions for them,
be step several step ahead of your problems.
01/09/2015
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